I'm having one major problem though. When you initially load into the game the player has no Pipboy equipped (despite the VCG001 stage 0 result script removing it, I can find no evidence of why they call for that there). So I need to add and equip the pipboy. Sounds simple right?
Well it's not. Something about running both player.additem pipboy 1 (and the glove) **AND** player.equipitem pipboy (and glove) crashes right to desktop. If I run one but not the other, I don't have that problem (but just running equipitem does not result in you actually having a visible pipboy.
This all happens inside a modified version of the VCG01 quest script. I just stuck an if block in that runs passes for my initialization steps. But at this point I'm stumped.
if bPass == 1 GetPlayerName set bPass to 2 elseif bPass == 2 ShowRaceMenu set bPass to 3 elseif bPass == 3 SetSPECIALPoints 40 set bPass to 4 elseif bPass == 4 SetTagSkills 3 set bPass to 5 elseif bPass == 5 ShowTraitMenu set bPass to 6 elseif bPass == 6 ;hand out pipboy, items if IsPlayerTagSkill Guns player.additem CondNV9mmPistolLoot 1 player.additem Ammo9mm75 30 endif if IsPlayerTagSkill EnergyWeapons player.additem CondLaserPistolLoot 1 player.additem AmmoSmallEnergyCell75 25 endif if IsPlayerTagSkill Explosives player.additem LootNVDynamite75 8 endif if IsPlayerTagSkill MeleeWeapons player.additem CondNVStraightRazorRaider 1 endif if IsPlayerTagSkill Unarmed player.additem CondNVBoxingGloveLoot 1 endif player.additem VaultSuit21 1 player.equipitem VaultSuit21 player.additem pipboy 1 player.additem pipboyglove 1 player.equipitem pipboy player.equipitem pipboyglove ResetPipBoyManager set bPass to 7 elseif bPass == 7 ResetPipBoyManager GSDocMitchellHouseIntDoorREF.Activate Player ;end quests, any other missing init Set GameHour to 8 AutoDisplayObjectives 0 StopQuest VCG01 StartQuest VMQ01 StartQuest VCG04 Setstage VMQ01 10 AddAchievement 31 AddNote VMQ01CourierNote set bPass to 8 endif